Ogre's Cleaver
All offense, no defense, and a cost structure that tells you exactly what kind of board wanted it. The +5/+0 is a genuine jolt, enough to turn a token or a spare body into a lethal clock, but the steep equip means you rarely strap it on right away. That gap is the whole logic of the card: it is built for a battlefield that already exists, a wide aggressive plan that wants one creature to suddenly swing for the kill rather than a grindy deck shopping for incremental value. The missing toughness is the tell. A +5/+0 body still dies to the same removal it always did, so the equipment never does the one thing players most often want equipment to do, which is keep a creature alive through combat. As a piece of uncommon-rarity aggro tooling, the design is honest about its narrow job: it asks you to be ahead and finish, not to bail out a stalled game. The lopsided split is what stops a repeatable +5 from warping anything; the toughness stays at zero, so all that power buys you reach and nothing else. Pay the heavy equip cost, swing for a lot, and accept that nothing in the package helps you when you are behind.
